Geo/Fire wizard is awesome. Throw some Impalement or oil on the floor. Then go nuts with your pyro skills. Just make sure you get as high as possible fire resistance. Then you can stand in your own created fire and use, i believe sortilege talent, that lowers AP used of your fire spells…when you stand in fire. Meaning you can do 1 or 2 more spells per turn.
Don’t forget to get 1 or 2 points in polymorph for the flight ability. That way you can fly to higher vantage points and be mobile. I also combine it with Archer 2-3 points. You can get Tactical Retreat which is mobility + haste. And the points in archery, even if you don’t get skills from it, still gives you nice damage/crit% when on higher vantage points. Once you get the Ray spell from Pyro…omg 
Might put 1 or 2 points into Hydromancy to get Armour of Frost to restore your magic armor. As well as Fortify from geomancer tree for physical armor restoration. Together with First Aid you’ll be unstoppable. As a geo/pyro wizard you’ll go pretty high in geomancy meaning your fortify spell will restore tons of physical armor and take away status ailments from yourself/team mates. So much better then restoration spell imo.
Got a Geo/Pyro wizard on my lonewolf, together with assasin, and they rek shit hard.
Hydro/Aero enchanter as a caster can work as well, but is less powerful. Sure it has lightning conduit or something that equals the fire ray spell. Other then that it is more a heal/cc with sub-par damage output. Still doable, but plays vastly different from just outright killer damage and destruction.
Hunter/archer is really strong physical/explosive damage. And it also lets you do elemental damage. Through many different arrow types you can do all sorts of status effects as well. It is really strong, but so damn boring to play as well.
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In all my playthroughs so far I’ve always had:
- Physical damage nuke. This is either an Archer, 2h melee or dual wield sword melee
- Magical damage nuke. Geo/Pyro Wizard
- support characters that can be anything you want. Ranging from a variant in summoner, a battle cleric/enchanter, dual wield scoundrel with some magic, a full on polymorph with support magic, set up crazy synergies with necromancy/restoration and an undead team mate. Tons of options. to fool around with. I love the build diversity this game offers.
You need a dedicated “nuke” to take down the armor type before you can even CC/Wound opponents. Faster you take the armor down the better.
I never had a dedicated healer due to how the armor system functions. Almost everyone has First Aid and ways to restore armor through scrolls/spells. Noticed it is best to just take out all opponents that do either magic or physical damage. And all characters have some form of CC and Armor restoration to cope with the remaining stuff. If you have opponents on the field that cause you to lose both physical/magical armor its more difficult to keep control. you’ll need to spread yourself out as well. Take away either physical or damage and you only have to deal with 1 type of damage. Which is easy.
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I wouldn’t bother with Tank Characters. They offer very little. The enemies also use Loremaster and they prioritize targets as well. They will ignore opponents with high armor/defence if possible and go for squishier targets. I’d rather use a summoner and have the pet use provoke instead of a “tank”. If you go typical sword/board tank you’d also lose out on a fair amount of damage. To get retribution and such skills is too much of an investment compared to return. I’d only go sword/board on characters that wouldn’t even tank, but i dont want them to be squishy targets.
My summoners often use wand/shield. They get a few points in Warfare for Enrage to buff the summons. To make enrage work you have to get real close in the threatening areas of the battlefield. So a shield comes in handy. As a summoner there are quite a lot of turns you end up with AP left to spend. So getting Shield Throw from Warfare is nice. That skill scales not from attributes, but from shield damage. It is a really strong skill to have as well. As a summoner you just put points into constitution to 22-24, 14-15 in memory, lots in Wits. Then you can just go lots in strength or intelligence whatever you prefer depending on any support skills/spells.
Thing is in this game… Read descriptions of skills. Most don’t scale from attributes. They scale from amount of points put into the “class” such as warfare, necromancy etc. Also…when skills say they scale of strength…well…no. They scale of attributes, but you can go wand, or daggers and use either intelligence/finesse. Then the same skill will suddenly scale of that attribute instead of the original one. This opens a lot of build options as well. Although sometimes the numbers of this “conversion” don’t seem to be equal so I think there is a bug in those calculations somewhere.
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Still want to do 2 more playthroughs. 1 of them is going to be a full summoner party.
- Summon-Geo-Pyro wizard spells and a Plant Artillery Summon
- Summon-necro-? with Bone Widow
- Summon-warfare-? with Incarnate
- Summon-Polymorph-? with Condor/Dragonling